Downloaded; no obvious bugs on startup. You fixed the initial forge appearing at 50' if taking the up stairs? A little conflicted on Hammers; on the one hand they need a boost, on the other I find percentage abilites somewhat jarring. There are other ways eg re-rolling in case of completely negated damage rolls.

Downloaded; no obvious bugs on startup. You fixed the initial forge appearing at 50' if taking the up stairs? A little conflicted on Hammers; on the one hand they need a boost, on the other I find percentage abilites somewhat jarring. There are other ways eg re-rolling in case of completely negated damage rolls.

Rerolling complicates calculations like nobody's business.

For instance, taking a really simple example of 1d3 attack vs 2d4 armour, with 64 possible outcomes, there are 1/64 ways to do damage (ignoring for now how much); adding a reroll nearly doubles the chance of connecting, but even two more rerolls won't match the odds of doing damage going to 1d4; if you start with 1d4 attack, one reroll is nearly but not quite as good as going to 1d5; if you start with 1d5 one reroll is better than going to 1d6...

In actual fact the more your damage roll average exceeds the armour roll, the more the reroll makes some damage probable over and above over the case where no reroll is in play. However, once we start calculating the average damage, the higher dice for the non-reroll case come into play again.

So, the case you would want them to be good - when the average armour roll is decently better than your average damage roll - is a case where rerolls are likely to be underwhelming. And calculating when they are actually good is a sit down with pen and paper job.

I'm not going to pretend that absorption percentages are entirely simple to work with mentally either, but I think the relationship is more intuitive and you always have the floor of doing 1/4 damage even if the armour roll completely exceeds the damage roll, so if you're facing a lightly armoured enemy you are probably better without them and against a heavily armoured enemy they start to come into their own.

All this is a way of saying that mechanics that involve rolling dice are a royal pain to get right.

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All this is a way of saying that mechanics that involve rolling dice are a royal pain to get right.

Point. Still, there's some precedent with Morgoth's curse and damage rolls do have enough variance to not make it a complete dud most of the time. Another way of doing it could be armor piercing working as reverse strength, reducing the side of the enemy defense dice? Translates into a somewhat clean .5 average damage increase with less variance per enemy defense die. Maybe a bit underwhelming idk haven't run the simulations really.